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Sketchbook: Zaki Saati

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Hello everyone, this is my first post in this community.

In this series of posts, I am hoping to document a personal project entitled "Gallerie Nocturne".

The idea was floating in my mind for many years, I am glad to finally have the time and energy to start this project.

To begin, here is the concept art of the exterior made in Photoshop, using a mix of images from the internet and brushwork.



The full view of the street. I added a background industrial landscape to illustrate the scale.
Not sure how my computer is handling a file this big in Photoshop, but so far it is.


I exported separate layers like this one to have better visibility in Maya when modeling.


Here are some of the initial pencil sketches to brainstorm the idea.


And a sculpt of the cat mascot.


I plan to use Unreal Engine 5 for the final renders. Ideally the entrance door would be openable and should lead us to the interior of the gallery. I might use some of my own oil paintings for the artwork inside the gallery.

The next step is to do a low-poly 3D blockout of the whole exterior scene in Maya, which is my favorite part to do. The blockout of the exterior building will give me the proportions and size constraints for the interior.

Additionally, an imposed challenge of this project would be to use 0% Ai imagery. Limiting myself to photo reference, pencil drawing and concept art. To learn and grow along the way.

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  • ashstorm91
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    ashstorm91 triangle
    Starting the modeling process. Created a base mesh for the bird, which will later be sculpted and decimated.

  • ashstorm91
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    ashstorm91 triangle
    Some more progress on the blockout/modeling stage. I do the UVing where I can as the blockout progresses into the modeling phase.
    I extracted the logo from an alpha using Zbrush-Photoshop. These will be later re-topologized and unwrapped. It will be hell (or not).
  • ashstorm91
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    Finalizing the model of the logo and neon signs (that took a bit of time..). Used a bit of mash for the scatter effect. Here are some tests in Vray. Don't mind the ugly metallic support behind the logo, all temporary placeholders. I used a ramp node in the neon shader.

  • ashstorm91
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    Some progress on the retopology and lookdev. Dropped a default metal material in Substance Painter to test out some things. 
  • ashstorm91
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    Finalized the ornament and texturing

  • ashstorm91
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    Baking and texturing little birdie.. I used ZRemesher and UvMaster in Zbrush for the unwrap. Fixed some of the bad non-manifold geometry in Maya later on.





  • ashstorm91
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    Progress on the door. I also added some red curtains and a bit of a twin peaks vibe on the floor.. A tribute to David Lynch you could say.
    The cloth simulation was done in Marvelous Designer, adjusted and refined in Maya. And simulated again in Marvelous.

  • iam717
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    iam717 ngon master
    I appreciate the door glass, it looks neat though.
    I have to get used to the "script like", name logo of the building otherwise this is turning out alright.
    This is cute interesting and i'd like to see more when you got it.
  • ashstorm91
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    iam717 said:
    I appreciate the door glass, it looks neat though.
    I have to get used to the "script like", name logo of the building otherwise this is turning out alright.
    This is cute interesting and i'd like to see more when you got it.
    Appreciate the feedback
  • ashstorm91
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    ashstorm91 triangle
    Some work on the wall and bricks material. I intend to mix them with vertex painting on the walls, etc.


  • ashstorm91
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    ashstorm91 triangle
    Using vertex paint and a blend material for the brick wall.



    The tree is work in progress for now. Going to replace the smallest branches and  leaves with 2d planes or Fronds.

    Assembling the scene in USD in Maya. Much better than using the standard referencing or import...

  • ashstorm91
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    ashstorm91 triangle
    Some more progress. Today I worked on the ass-phalt material in substance designer. 
    Then added water in the cracks...


  • ashstorm91
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    Adding some foreground elements in photoshop to test out an idea.

  • Илья
    Using vertex paint and a blend material for the brick wall.



    The tree is work in progress for now. Going to replace the smallest branches and  leaves with 2d planes or Fronds.

    Assembling the scene in USD in Maya. Much better than using the standard referencing or import...

    Круто
  • Илья
    Илья said:
    Using vertex paint and a blend material for the brick wall.



    The tree is work in progress for now. Going to replace the smallest branches and  leaves with 2d planes or Fronds.

    Assembling the scene in USD in Maya. Much better than using the standard referencing or import...

    Круто
    Илья said:
    Using vertex paint and a blend material for the brick wall.



    The tree is work in progress for now. Going to replace the smallest branches and  leaves with 2d planes or Fronds.

    Assembling the scene in USD in Maya. Much better than using the standard referencing or import...


    It so look for very nice!
  • ashstorm91
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    ashstorm91 triangle
    Илья said:
    Илья said:
    Using vertex paint and a blend material for the brick wall.



    The tree is work in progress for now. Going to replace the smallest branches and  leaves with 2d planes or Fronds.

    Assembling the scene in USD in Maya. Much better than using the standard referencing or import...

    Круто
    Илья said:
    Using vertex paint and a blend material for the brick wall.



    The tree is work in progress for now. Going to replace the smallest branches and  leaves with 2d planes or Fronds.

    Assembling the scene in USD in Maya. Much better than using the standard referencing or import...


    It so look for very nice!
    Thank you!
  • ashstorm91
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    ashstorm91 triangle
    Building the composition based on the sketch. I used one of the rigs and character models I have made for a "notsoshort-film" I am working on. He's got more of an oriental vibe, but it will do. He's mostly going to be a silhouette here.
    I blocked out the street lamps, sofa, table and firepit. Usd is now referencing the blocked out model which will be easily updated in the scene later.

    ashstorm91 said:
    Adding some foreground elements in photoshop to test out an idea.


  • ashstorm91
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    ashstorm91 triangle
    Working on a modular building with one Uv tile. Looking to be bring some variety into that brick. The windows will be treated as a separate texture element also with it's own uv space.



    I divided a plane into different parts and used vertex color to mark the various trim sheets

  • ashstorm91
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    + Improved lighting and composition
    + Glass shader and texture for the showcase
    + Broken windows
    + Lowered the height of street lights
    + Pushed the buildings to the sides to create some space and release the tension from being too close to the main building. This also created two alleyways where I will add a fence and some junk.

    - need to address the weird reflective tile pattern on the side buildings.
    - make a second variation on the modular building. break up the straight lines.
    - fix red drapes intersecting with paintings. add fabric material to the red drapes. give them more weight
    - add electrical wires, junk in the street, graffiti and other decals.
    - finish up the models that are blocked out as primitives.
    - metallic fence
    - fix tree and optimize it. And more trees behind the big buildings.
    - add vines and foliage





  • Eric Chadwick
    I get the sense from the concept that the paintings are on easels. Makes sense that they wouldn't be hanging from the drapery.


  • ashstorm91
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    ashstorm91 triangle
    I get the sense from the concept that the paintings are on easels. Makes sense that they wouldn't be hanging from the drapery.



    I still like the idea with the easels, for now they are hanging by wires attaching to a wooden baseboard.
    That showcase needs some touch-ups, so I might bring in a couple of easels later on.
    But yeah, there is no way a painting should hang from drapes
  • ashstorm91
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    ashstorm91 triangle
    + Fixed the curtain clipping through the painting.
    + Straightened out the curtain folds a little bit, to give a better feeling weight.
    + Created a two-sided fabric shader with a simple camera based falloffs on the diffuse, to get that velvety look. One falloff darkens the tones, the other lightens.
    - Reduce the glass distortion in the normal map

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